Justice Ironbriar's and his combat script for new DMs [SPOLIERS]


Rise of the Runelords


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So, after my 3 players plus Batman Ninja NPC complete Rick-Rolled the Sawmill I was feeling a bit badly that I'd not used the Evil Justice's killer magic item. I poured over his combat script again and realized, it's not even mentioned really (I had mistakenly thought his mask was identical to the rather goofy & pointless masks of the other cultists). So as it happened, I simply followed the advice of the module. Now, don't get me wrong, much hilarity ensued due to the saws & machinery (a grappling Eidolon chucking hapless cultists into the now, renamed "cultist splitter", the paladin flinging her greatsword across the room on a fumble and barely missing the aforementioned saw, etc.), I'm wondering if I missed out here. Did anyone else use the scripted combat routine, or did you use the 2X Confusions of his mask? Did it make any difference? How would you advise future DMs?


I forgot all about it as well. And I have Hero Labs! But part of the problem also was that my group was overwhelming the six cultists supporting Ironbriar and had warranted a surprise round against everyone except the two cultists they didn't know about. (Door Sight is quite useful for detecting ambushes.) So Ironbriar just didn't have an opportunity to do more than cast a couple spells (outside of the initial buffs he put up before the PCs charged through the door).

When you consider the PCs are very likely level 6 going into the Sawmill, and the Cultists were built as level 3 characters... it's not surprising they fall quickly.


My characters are 7th at this point with only the Clocktower and Xanesha left in book 2 of the AP (Running the Hardback version).


The group I'm running is about to go to Magnimar and look for Foxglove's townhouse. I'm hoping they at least get through the sawmill scene.

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